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[Magic Lore] - [Shadedom: The Damned]

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Spoiler

 

Forenote

Should this lore be accepted, the following will come to pass:

All current shades will be able to grandfather into this new Shadedom, or drop it without any ill effects and distance themselves from it.

 

 

 

Spoiler

 

 

Shadedom

The Damned, the Cursed

 

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“Vanitas.”

 

The Death of Rancor

Of all experiences upon the mortal plane, none is so complete, so absolute, so fulfilling, as suffering. To exist is to suffer, to breathe and spite and die. Such is the fate of all souls wise enough to perceive themselves, and misery projects itself from every proverbial orifice of the mortal soul. This was rarely ever in such a complete form as the Parasite of Rancor, long infecting the Descendants of the mortal realm and coiling through their souls. Yet, the Parasite of Rancor was an organism, one that sought its own joy and success above all else. In this it was flawed, no true mirrored reflection of suffering. Perhaps it was this critical flaw in their nature, or perhaps the inherent reliance on ungodly and Daemonic influence to perpetuate themselves. The cosmos are tumultuous, and that which controlled the Parasite of Rancor would become no more. The sentience, the life, the flawed being of the Parasite had been purged away, leaving only a dark blight.

 

Where before there had been a dark entity, manipulating and twisting and controlling, now there was only a stain. Those who had once been hosts to the Parasite of Rancor soon found themselves the host to nothing but their own misery, a permanent blackness enshrouding them in a horrendous way the self serving personality of a Parasite never could. The dark energy, the curse of hosting a Parasite, remained with the death of the Shadelings themselves. That which brought great suffering, travesty, and moral depravity to the Shade remained, with no force to control or temper it for any goals or purpose.

 

It would become all encompassing, consuming their life and their soul to a shadow of what it was. Any relief is temporary, and the presence never fully leaves. To be a Shade is to be one with your own suffering made manifest, your soul made dark and your life made meaningless. Yet, so many trudge on, because only through suffering can purpose be reached. To live, to breathe, to spite, to die. Yes, so many trudge on. Brevis ipsa vita est sed malis fit longior.


 

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“Inscius.”

 

The Mortal Suffering

The Shade walks with a blighted heart, their very soul corrupted with all encompassing dark and corrupting forces that renders it inert, weak. Though it is still a soul, in that it hosts a blueprint and supports the mortal coil, in almost all other ways it has been ruined. As if charred, blackness and corruption radiates from the shade of a soul. Any capable of seeing one’s soul, or otherwise reading the presence left by one’s soul or it’s corruption would find a sickly shadow dripping from the soul of a Shade. Much like the deathbed of an old man mere minutes from death, the soul of a shade has an all encompassing, almost shameful sense of infection and illness.

 

The modern Shade is host to no parasite, the debaucherous personality of the Rancor parasite dying upon the death of whatever force sustained them, along with the shattering of the shade gems to powder. However, upon the ego death of the parasite, what remained was pure corruption, sickness. The amber that made up the metaphysical presence of the parasite dissolved into an even more chaotic form of pure, black, writhing corruption. Such builds and builds exponentially without control or release, trapped within the confines of the mortal soul. The only traditional way to release such building torment is to curse another individual, something a shade attempting to preserve their morality may struggle to cope with.

 

A lack of an inherently orderly parasite means there is no takeover, no sudden influx of a malevolent being within the physiological form of the Shade. Any and all sin committed by the shade will be by their own action, influenced by the building pressure of their curse. That is to not say that there is no inclination from their curse to commit debauchery. It is always there, a constant building presence, a whisper to spread the darkness, chaos, and corruption that they feel. To bring onto others what they themselves experience, and have comrades to share in their suffering. This is a constant that all Shades must cope with, and it only grows worse as they fight against it.

 

In short, being host to the dark, corrupted curse of shadedom is incredibly mentally taxing. Mental illnesses are both prevalent and strong in them, and such only worsens as they go longer without relieving the building pressure within their being. It begins with simple things, temptations to commit debauchery and strike out against an otherwise strict morality. To bring suffering upon others, either out of some innate desire for them to understand what the Shade experiences or through the chaotic presence of their curse. This can be, to a degree, controlled through a strict moral code or strong religious beliefs. It grows in intensity, however, the longer the shade ignores the growing storm of torment within themselves. Whispers from the dark, speaking of foulness and death. Hallucinations of shadowed visions of long arms and twisted figures, as well as endlessly twisting hallways. Insomnia and twisted dreams, and a building desire to strike out. Such eventually climaxes with an almost endless anguish within the Shade.

 

This great mental tax and anguish will inevitably bring physiological effects. Migraine headaches, premature greying hair, joint pains and aches, boils and blisters, and almost endless other symptoms that will emerge and terrorize the Shade's body. For, not only is the soul and mind to be twisted, tortured, shamed, but the body must follow suit. It is this eternal fate of anguish and lessened existence that awaits all shades, only delayable by the worst sins of spreading this horrendous condition and inflicting others. Even those who pursue this desperate solution are but delaying the inevitable, outrunning fate and time only so far before the darkness begins to creep into their very soul once again, and their cycle of suffering begins anew. Quod differtur, non aufertur.

 

Redlines

Spoiler

 

  • The soul of all Shades is lesser, weaker, inert. The tangible effects of this are outlined in the below section.

  • If one could see or sense the soul of a Shade, they would see a sickly, corrupted, broken soul that’s barely holding itself together. Should they be able to sense it, they would sense a rotten and sickly energy radiating from it almost powerfully.

  • There is no inherent parasite, and no rancor takeover, for a Shade. Any sins committed will be of their own volition, on some level.

  • Any and all Shades will feel a constant building of their curse within them, a dark and chaotic energy that will make their lives increasingly worse until they find a way to relieve it. This, traditionally, takes the sinful form of corrupting another with their horrendous affliction.

  • The inclination to bring pain, suffering, immorality, and debauchery onto others is almost a constant presence, a writhing force that inhabits their mind and coerces. One can fight against it, as one can with anything, but the temptation will grow and grow until it is all but unavoidable. It is considered powergaming to neglect this aspect of Shadedom.

  • Mental illness, insomnia, and twisted whispers as well as dark hallucinations are extremely common and inevitable to the shade.

  • This spiritual and mental tax brings physiological effects such as extremely strong migraine headaches, premature grey and white hairs, joint pains, boils and blisters, as well as an almost endless variety of other things.

 

 


 

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“Poena.”

 

The Damned

Those who are cursed with shadedom have the potential of their mortal soul neutered, lessened, weakened beyond measure. Functionally, Shadedom is a [5] slot magic, and a permanent curse. This comes with very few abilities and a few minor cantrips, as it intended as a curse and a lifelong punishment for a character. A Shade can learn no other magic, and is only capable of learning feats that have absolutely no soul requirement, i.e. animii crafting. Should an existing mage become a Shade, whatever other magics they had or any conflicting feats they had would be instantly dropped, permanently.

 

Becoming a Shade is permanent and cannot be undone, purged, or otherwise removed from a character. In other words, they are a Shade for life. This is to say there is no theoretical way for it to be removed, but such is not the intention. Should one go through great trials and tribulations, and attempt to find a way to cure the curse or ease their symptoms through events, lore additions, et cetera, such could possibly be accepted pending ST verdict. However, this should not be a cure all for all Shades. If anything, it should be a one time thing for one Shade, such as a MArt or the end of an eventline, expending significant effort to remove it from themselves. Additionally, becoming a Shade is permanent, but the process of converting another to Shadedom requires OOC, but no IC, consent. Meaning, should one not consent, the process will fail and the target does not need to become a Shade. However, should they consent, the condition will be theoretically permanent.

 

Any and all player characters, regardless of soul, nature, or condition can be Shaded. Any and all creatures, so long as they are a player character, can be subject to it. Azdrazi, Wonks, Sorvians, Hou-Zi, Kharajyr, and anything else. The exception is any creature that requires a magic to sustain itself, with something like an Archon or a Tree Lord. For simplicity reasons, such creatures cannot be Shaded. Additionally, those who are deity mages such as Paladins can very well be infected with Shadedom should they OOCly consent, sealing away their magic forever. However, given the ability to OOCly deny the process, one can reasonably use the excuse that they had some sort of deity protection to protect them.

 

The only possible relief that is widely known, available, or practiced by Shades is through the unforgivable sin of permanently cursing another individual with their curse. This is known as the Rite of Burdens. This relief is temporary, providing only enough solace to alleviate many of the symptoms a Shade may experience from their cursed existence. Over the course of one month, this pressure, suffering, and dark insanity will build up again to intolerable levels. Eventually, the Shade will be forced to curse again to save themselves, or endure an endless suffering at the hands of their own rotting soul. Eram quod es, eris quod sum.

 

Redlines

Spoiler

 

  • Shadedom is a [5] slot magic, with only minor cantrip abilities. It is intended as a consentable and permanent punishment and character arc, and as such has scarce few upsides.

  • Becoming a Shade is, theoretically, permanent. However, should a player make great personal strides and efforts to rid themselves of the curse through a crafted MArt or through a long eventline, it is up to a ST vote if it works or not. These should be individual cases, and it ought to not become the 'norm' for Shades to have an easy way to purge themselves.

  • Becoming a Shade requires OOC consent, but not IC consent. Should the target not consent OOCly, the curse will not take hold.

  • Shades, given their rotten and infected souls, can utilize no other magics, nor can they utilize any feat that has any sort of soul requirement. They would, however, be capable of things such as alchemy or animii crafting.

  • Any and all player creatures can be infected with the Shade parasite, the exception being those that rely on magics such as Archons or Tree Lords.

  • Even deity mages can be infected and lose their magic. This does, however, still require OOC consent.

  • The only relief from the most extreme symptoms of their curse is to curse another individual, and their symptoms will once again grow worse over the course of a month before peaking. The exact details of that process can be found below in the relevant section.

 

 


 

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"Malum."

 

The Unforgivable Sins

Of all the chaos, suffering, and despair that a Shade may bring to the lives of others, there are two rituals, two processes, that stand above whatever else they may bring. Together, the Rite of Burdens and the Rite of Diablerie bring the greatest suffering amongst both Shades and mortal man, yet both Rites are invariably evoked through a broken will or an endlessly strong rage.

 

The Rite of Burdens is the first of the two unforgivable rites, the one more often invoked by a desperate Shade. To put a complex process simply, the Rite of Burdens is the exit of the majority of the corrupted essence from the soul of a Shade into an untainted, pure soul. This will permanently taint and corrupt this new soul to a life of eternal damnation, while simultaneously alleviating the symptoms of the shade who cursed them by lessening the amount of essence within their soul to trouble them. The process begins with a target who is restricted, held down, tied down, or otherwise unable to prevent what is about to take place. The body will naturally reject it, and will be able to do so unless actively prevented during the process. Next, the Shade must exude, using their innate control of their corrupted essence, the dark corruption from their maw. Exiting from their mouth, nose, eyes, et cetera, the dark essence will be capable of traveling several feet through the air before being met with an untainted mortal. Should a proper, untainted mortal be accessible and restrained and within a few feet of the shade, the essence will enter through the orifices of the target and rapidly infect them with the symptoms of Shadedom. However, should the target not consent, the process will fail and merely be traumatizing at the sheer unnatural essence attempting to break into their soul.

 

Upon the acceptance of the target, all magics should be dropped and all soul based feats should be dropped. These should be listed on the magic app for Shadedom in the relevant section for dropping applications, which should be made immediately after the fact. Simultaneously, the Shade who cursed them will feel their symptoms recede to a minor level and they will be able to, once again, almost function like normal. This is not to last, however. Soon, after one week, their symptoms would begin to return. After two weeks, they may begin to hear whispers beyond the edge of their hearing or see strange warping shadows. After three, night terrors and hallucinations begin to return to them, as well as migraine headaches and other adverse physiological states. After the fourth, they are once again back to where they were one month prior, with the full force of the curse or Shadedom pushing down on them ad infinitum.

 

The Rite of Diablerie is a lesser invoked rite, yet one no less unforgivable. This is a sacrifice by the Shade who invokes it, and can only be done once. In a reverse process to the Rite of Burdens, a shade can draw out the corrupted essence of another Shade and implant it into themselves. This, however, brings out more than just the corruption. As mangled as the soul of a Shade is, it draws out the remains of the mortal's soul as well, binding it unnaturally to the shade who committed the act. This will permanently kill the target Shade, their soul being permanently consumed with nothing left. It is at this point the Shade's app should be denied and the character never played again, and you agree to this clause by playing a shade.

 

However, not all is well for the Shade who invoked the Rite. The process is a sacrifice, resulting in an overpowering amount of corruption within their soul. It is simply too much to bear, and the Shade, within a few moments, will rapidly become consumed by a cloud of their own essence. What they become will no longer be what they once were, indeed not even a playable character. They ascend into a Greater Shade, the details of such outlined below in the relevant section. At this point, the character should be permanently shelved and a message should be put on the Shade's MA by an ST saying that the Shade has ascended to Greater status. Tanta stultitia mortalium est.

 

Redlines

Spoiler

 

  • Both the Rite of Burdens and the Rite of Diablerie requires a target to be bound, held, or otherwise restrained. Additionally, it requires the target to be within a few feet, a meter at most, away to function.

  • The Rite of Burdens can only be done on non-shades, while the Rite of Diablerie can only be done on other shades.

  • Becoming a Shade is a permanent decision, barring any individual cases where one successfully seeks a way out of the curse.

  • The timeline given for the month of increasing symptoms must be followed and roleplayed. To ignore such is powergaming.

  • The symptoms of a Shade are only alleviated if the target actually agrees to become a Shade. Should they not agree, the essence will rapidly flow back into the body of the Shade it came from, relieving nothing. The only way to do such is to trap it in a new depository, an untouched soul.

  • When one takes on Shadedom, they begin at the listed week one symptoms and increase through all the same steps as one who had just done the Rite of Burdens.

  • By playing a Shade, you agree to the risk of PK'ing to Diablerie. Similarly, by Diablerizing another Shade, you are agreeing to permanently shelf your persona and turn them into an event character.

  • There are no TAs within Shadedom, and it can be both taught and spread by any Shade. Additionally, there are no tiers.

 

 


 

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"Inmitis."

 

The Lesser & Greater

In essence, there are two forms of Shade. Mortal man, for as much as he suffers, is but the tip of the iceberg of Shadedom. Every playable, mortal shade is known as a Lesser Shade, one that, while the host of great suffering, is but a mortal. The corruption within their soul is limited & maintained. Yet, one can surpass this through the Rite of Diablerie, and in the process all that made them people. It is through this process, and generally only this process, that Greater Shades can develop.

 

A Greater Shade maintains many of the qualities and traits that a Descendant may have had. General features such as limbs, a head, body structure, et cetera. However, beyond this they are foreign, alien, beastial. Hunched, clawed, generally on all fours, the Greater Shade is barely recognizable to what they once were. And even then, that's if one gets close enough to make out any features. A Greater Shade, in constant anguish, is constantly exuding endless amounts of its corruption into the air around it to try and relieve its burden. This never succeeds, but produces a cloud of shadow that follows it wherever it may go. Being in the vicinity of this cloud for too long or breathing it extensively may very well result in a mortal man turning into a Lesser Shade. The Greater Shade is chaotic, malevolent, and raging. Whatever mind was there has been shattered by the sheer force of the corruption contained within it, warping and twisting both its body and mind. It is only the Greater Shade that is capable of manifesting and manipulating amber, the sheer amount of corruption within its soul allowing it to manifest the physical shadow in a very chaotic form.

 

Greater Shades are reserved as Event Characters & Event Creatures, and there is no way to restore a Greater Shade to mortal form. Once a Greater Shade dies, its essence spills out. Much too foreign at this point for the mortal monks to revive, it is permanently killed upon its first death. This creature is now out of the players hands, and should be played by an ET to control the relatively undefined abilities of the creature. However, should a player wish, and ST management agree, the original player can play the Greater Shade in a limited event capacity under the supervision of one or more ST. Non est ad astra mollis e terris via.

 

Redlines

Spoiler

 

  • All mortal, playable Shades are known as Lesser Shades, only able to manipulate shadows and their own dark essence. Greater Shades are beyond player control, except in specifically allowed situations.

  • The Greater Shade is the only sort of Shade that can manipulate amber like the Shades of old could.

  • There is no way to revive or restore a Greater Shade to a mortal state.

  • A Greater Shade will PK upon its first and only death.

  • A Greater Shade should in most situations be played by an ST. However, if approved by ST Management, a player can play their Greater Shade in an official, limited, event capacity under the supervision of an ST member.

  • Upon the death of the Greater Shade, the original MA should be finally denied.

  • Should a character become a Shade from a Greater Shade event, the name of the ET should be put with (Event) next to it in the teacher username category.

  • Should a character become a Shade from a Greater Shade event, 'Greater Shade (Event)' should be put in the RP name section.

 

 


 

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"Umbra."

 

The Dancing Shadows

The only ability native to Shadedom, those cursed to be Shades find the ability to manipulate nearby shadow with ease, as if moving one's arm. This shadow is never tangible, and can always be dispersed with light. However, within a range of ten blocks, a dark and shadowy room may find itself host to all sorts of strange machinations and manipulations by a Shade. These shadows never leave their presence upon the walls, trapped in their lesser plane of reflection. However, strange beastial shapes, stories, and other forms can be manipulated and created with shadow by a Shade. It is otherworldly, requiring no absence of light in a spot to form or move or create any sort of figure.

 

Additionally, a Shade can exude their own dark, corrupted essence. This process is a bit more limited than the manipulation of mundane shadow, only able to be exuded out at a range of three blocks at most. If used in the Rite of Binding or Diablerie, then the few feet rule of those Rites supercedes the range here. This can be used to mask the body and identity of the Shade as well as create three dimensional, mist-like figures in the air. However, this can only be done while the Shade is standing still, unable to be done during motion because it requires some degree of focus. Facilis descensus averno.

 

Redlines

Spoiler

 

  • Both normal shadow manipulation and essence manipulation are noncombative abilities, and as such have no emote counts.

  • The range of shadow manipulation is ten blocks, while the range of essence manipulation is three blocks.

  • The Rites have specific ranges, less than three blocks. Those should be followed specifically for the Rites.

  • Essence manipulation can only be done while standing still, but shadow manipulation can be done freely while moving.

  • Shadows or essence cannot get within one block or meter of a dim light source, or three blocks or meters of a particularly bright one such as the sun.

 

 


 

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"Occidere."

 

Redlines

Spoiler

 

  • The soul of all Shades is lesser, weaker, inert. The tangible effects of this are outlined in the below section.

  • If one could see or sense the soul of a Shade, they would see a sickly, corrupted, broken soul that’s barely holding itself together. Should they be able to sense it, they would sense a rotten and sickly energy radiating from it almost powerfully.

  • There is no inherent parasite, and no rancor takeover, for a Shade. Any sins committed will be of their own volition, on some level.

  • Any and all Shades will feel a constant building of their curse within them, a dark and chaotic energy that will make their lives increasingly worse until they find a way to relieve it. This, traditionally, takes the sinful form of corrupting another with their horrendous affliction.

  • The inclination to bring pain, suffering, immorality, and debauchery onto others is almost a constant presence, a writhing force that inhabits their mind and coerces. One can fight against it, as one can with anything, but the temptation will grow and grow until it is all but unavoidable. It is considered powergaming to neglect this aspect of Shadedom.

  • Mental illness, insomnia, and twisted whispers as well as dark hallucinations are extremely common and inevitable to the shade.

  • This spiritual and mental tax brings physiological effects such as extremely strong migraine headaches, premature grey and white hairs, joint pains, boils and blisters, as well as an almost endless variety of other things.

  • Shadedom is a [5] slot magic, with only minor cantrip abilities. It is intended as a consentable and permanent punishment and character arc, and as such has scarce few upsides.

  • Becoming a Shade is, theoretically, permanent. However, should a player make great personal strides and efforts to rid themselves of the curse through a crafted MArt or through a long eventline, it is up to a ST vote if it works or not. These should be individual cases, and it ought to not become the 'norm' for Shades to have an easy way to purge themselves.

  • Becoming a Shade requires OOC consent, but not IC consent. Should the target not consent OOCly, the curse will not take hold.

  • Shades, given their rotten and infected souls, can utilize no other magics, nor can they utilize any feat that has any sort of soul requirement. They would, however, be capable of things such as alchemy or animii crafting.

  • Any and all player creatures can be infected with the Shade parasite, the exception being those that rely on magics such as Archons or Tree Lords.

  • Even deity mages can be infected and lose their magic. This does, however, still require OOC consent.

  • The only relief from the most extreme symptoms of their curse is to curse another individual, and their symptoms will once again grow worse over the course of a month before peaking. The exact details of that process can be found below in the relevant section.

  • Both the Rite of Burdens and the Rite of Diablerie requires a target to be bound, held, or otherwise restrained. Additionally, it requires the target to be within a few feet, a meter at most, away to function.

  • The Rite of Burdens can only be done on non-shades, while the Rite of Diablerie can only be done on other shades.

  • Becoming a Shade is a permanent decision, barring any individual cases where one successfully seeks a way out of the curse.

  • The timeline given for the month of increasing symptoms must be followed and roleplayed. To ignore such is powergaming.

  • The symptoms of a Shade are only alleviated if the target actually agrees to become a Shade. Should they not agree, the essence will rapidly flow back into the body of the Shade it came from, relieving nothing. The only way to do such is to trap it in a new depository, an untouched soul.

  • When one takes on Shadedom, they begin at the listed week one symptoms and increase through all the same steps as one who had just done the Rite of Burdens.

  • By playing a Shade, you agree to the risk of PK'ing to Diablerie. Similarly, by Diablerizing another Shade, you are agreeing to permanently shelf your persona and turn them into an event character.

  • There are no TAs within Shadedom, and it can be both taught and spread by any Shade. Additionally, there are no tiers.

  • All mortal, playable Shades are known as Lesser Shades, only able to manipulate shadows and their own dark essence. Greater Shades are beyond player control, except in specifically allowed situations.

  • The Greater Shade is the only sort of Shade that can manipulate amber like the Shades of old could.

  • There is no way to revive or restore a Greater Shade to a mortal state.

  • A Greater Shade will PK upon its first and only death.

  • A Greater Shade should in most situations be played by an ST. However, if approved by ST Management, a player can play their Greater Shade in an official, limited, event capacity under the supervision of an ST member.

  • Upon the death of the Greater Shade, the original MA should be finally denied.

  • Should a character become a Shade from a Greater Shade event, the name of the ET should be put with (Event) next to it in the teacher username category.

  • Should a character become a Shade from a Greater Shade event, 'Greater Shade (Event)' should be put in the RP name section.

  • Both normal shadow manipulation and essence manipulation are noncombative abilities, and as such have no emote counts.

  • The range of shadow manipulation is ten blocks, while the range of essence manipulation is three blocks.

  • The Rites have specific ranges, less than three blocks. Those should be followed specifically for the Rites.

  • Essence manipulation can only be done while standing still, but shadow manipulation can be done freely while moving.

  • Shadows or essence cannot get within one block or meter of a dim light source, or three blocks or meters of a particularly bright one such as the sun.

 

 



 

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"Accipere." 

 

Purpose

I, as a player, feel dissatisfied with the nature of Shadedom, what it entails, what it's supposed to be, and what it could be. As such, here is my rewrite for what I think Shade ought to be and ought to have always been. I understand if you disagree.


 

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"Leniter."

 

Credits

Written by Archipelgo.

Vaguely inspired by Lasombra from V:TM.

Of course, all the previous Shade Lore.

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This literally took the idiot only two days to write. Honestly terrified rn +1 

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Formatting is **** rn, did most of this on my phone. Will be fixing tomorrow evening, but feel free to muscle through the shitty formatting for now if you wanna read

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Dear god.

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22 minutes ago, Archipelego said:

I, as a player, feel dissatisfied with the nature of Shadedom

Me too.

 

Cool ****, it’s what I would have written if I still cared, minus some aesthetics I would have kept. Nevertheless, I doubt it would last if accepted. Shade magic isn’t good for lotc, and lotc isn’t a good place for shade magic. All the cool **** people do with shade magic can be done by saying your character has a mental illness anyways. Nice read though; I always enjoy what you put out. 

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1 minute ago, Cr1TiKaLlyMoist said:

Me too.

 

Cool ****, it’s what I would have written if I still cared, minus some aesthetics I would have kept. Nevertheless, I doubt it would last if accepted. Shade magic isn’t good for lotc, and lotc isn’t a good place for shade magic. All the cool **** people do with shade magic can be done by saying your character has a mental illness anyways. Nice read though; I always enjoy what you put out. 

Gonna kiss u bro have a good hiatus

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Personally I don’t really like this new rewrite. Perhaps it is needed to reform the current Shade community as there is a lot of in fighting within it. But I feel that the amount of downsides compared to the gain of the magic doesn’t really make it seem worth it. I understand that Shadedom is mean’t to be a full on curse and affliction on descendants. I just think that it should be more than just shadow magic and a spooky aura for 5 slots. But at the end of the day it is up to ST’s for which is passed and denied. 

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1 minute ago, Raiderblue said:

But I feel that the amount of downsides compared to the gain of the magic doesn’t really make it seem worth it.

 

 

 

this is the tl;dr why shade will never work on lotc

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A 5 slot magic... To manipulate shadows & give people bad vibes..? o.O

I could understand if this was a one slot, or even two slot but..  It costs so much to gain so little.

 

Don’t get me wrong, I do think Shade needs a rewrite, but I frankly don’t think this is the answer to it. Shade magic really could be something cool, uncringe, and have better downsides. However, this seems like a way to inadvertently “shelf” the magic, by making people not particularly want to play it. Even if I were into dark magic, I really wouldn’t see a point in pursuing this unless I was very very into shadow puppets.

I do like the more permanent cursing effect to it however! The corruption sort of thing is a cool aspect and I think a far better downside than the current one.

My advice would be to add a few more upsides & abilities on the other hand! Things that give this more flavor to the abilities- As this is a lot of downsides to just manipulate shadows. There needs to be just a few more upsides, things that want to make someone sacrifice their soul to eternity of darkness in trade for mere mortal power upon this plane. I do like the more consequences though, definitely keep that! If you just put a bit more fat on there, then it’d taste far better!

 

If I’m misunderstanding anything, feel free to explain & correct me! Or ask if you wish for me to elaborate on one of my points.

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Great write, gives me hope for a better future, I prefer magic with more downsides than bonuses. 

Magics that are meant to be darker and more evil should harm the user more than help, I think that this demonstrates that nicely. Though 5 slots is a bit much, feels like it should be 2-3.

 

until Joel shelves LOTC

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Based

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cursed and blackpilled, +1

when do we get a malkavian curse

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I Honestly adore this rewrite.

The amount of posibilities of flavorful roleplay and atmosphere changes makes me very happy and excited to see what people would make of this lore piece.

 The previous lore made shade seem to be more of a exchange than a curse, of course, you’d get the downsides and weaknesses, but the amount of strength that one would gain as a shade made it seem like a fair trade which a curse is not meant to be, or  to have a “quick fix” via being able to be rid of it by someone else.

 

In summary, great work, you get a +1 from me.

 

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